Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 113622081X
Category : Literary Criticism
Languages : en
Pages : 409
Book Description
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Building Imaginary Worlds
Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 113622081X
Category : Literary Criticism
Languages : en
Pages : 409
Book Description
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Publisher: Routledge
ISBN: 113622081X
Category : Literary Criticism
Languages : en
Pages : 409
Book Description
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
These Rebel Waves
Author: Sara Raasch
Publisher: HarperCollins
ISBN: 006247152X
Category : Young Adult Fiction
Languages : en
Pages : 390
Book Description
A thrilling new fantasy series—full of deadly magic, double crosses, and a dangerous quest in a new world—from Sara Raasch, the New York Times bestselling author of the Snow Like Ashes series. Adeluna is a soldier. Five years ago, she helped the magic-rich island of Grace Loray overthrow its oppressor, Agrid, a country ruled by religion. But adjusting to postwar life has not been easy. When an Argridian delegate vanishes during peace talks with Grace Loray’s new Council, Argrid demands brutal justice—but Lu suspects something dangerous is at work. Devereux is a pirate. As one of the stream raiders who run rampant on Grace Loray, he scavenges the island’s magic plants and sells them on the black market. But after Argrid accuses raiders of the diplomat’s abduction, Vex becomes a target. An expert navigator, he agrees to help Lu find the Argridian—but the truth they uncover could be deadlier than any war. Benat is a heretic. The crown prince of Argrid, he harbors a secret obsession with Grace Loray’s forbidden magic. When Ben’s father, the king, gives him the shocking task of reversing Argrid’s fear of magic, Ben has to decide if one prince can change a devout country—or if he’s building his own pyre. As conspiracies arise, Lu, Vex, and Ben will have to decide who they really are . . . and what they are willing to become for peace.
Publisher: HarperCollins
ISBN: 006247152X
Category : Young Adult Fiction
Languages : en
Pages : 390
Book Description
A thrilling new fantasy series—full of deadly magic, double crosses, and a dangerous quest in a new world—from Sara Raasch, the New York Times bestselling author of the Snow Like Ashes series. Adeluna is a soldier. Five years ago, she helped the magic-rich island of Grace Loray overthrow its oppressor, Agrid, a country ruled by religion. But adjusting to postwar life has not been easy. When an Argridian delegate vanishes during peace talks with Grace Loray’s new Council, Argrid demands brutal justice—but Lu suspects something dangerous is at work. Devereux is a pirate. As one of the stream raiders who run rampant on Grace Loray, he scavenges the island’s magic plants and sells them on the black market. But after Argrid accuses raiders of the diplomat’s abduction, Vex becomes a target. An expert navigator, he agrees to help Lu find the Argridian—but the truth they uncover could be deadlier than any war. Benat is a heretic. The crown prince of Argrid, he harbors a secret obsession with Grace Loray’s forbidden magic. When Ben’s father, the king, gives him the shocking task of reversing Argrid’s fear of magic, Ben has to decide if one prince can change a devout country—or if he’s building his own pyre. As conspiracies arise, Lu, Vex, and Ben will have to decide who they really are . . . and what they are willing to become for peace.
Fantasy World-Building
Author: Mark Nelson
Publisher: Dover Publications
ISBN: 0486828654
Category : Art
Languages : en
Pages : 163
Book Description
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
Publisher: Dover Publications
ISBN: 0486828654
Category : Art
Languages : en
Pages : 163
Book Description
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
Secondary Worlds
Author: Wystan Hugh Auden
Publisher:
ISBN:
Category : Martyrdom in literature
Languages : en
Pages : 154
Book Description
Discussion of the primary worlds of the senses and historical reality, and the secondary worlds of imagination and poetry.
Publisher:
ISBN:
Category : Martyrdom in literature
Languages : en
Pages : 154
Book Description
Discussion of the primary worlds of the senses and historical reality, and the secondary worlds of imagination and poetry.
The Oxford Handbook of the Development of Imagination
Author: Marjorie Taylor
Publisher: Oxford University Press
ISBN: 0199909199
Category : Psychology
Languages : en
Pages : 608
Book Description
Children are widely celebrated for their imaginations, but developmental research on this topic has often been fragmented or narrowly focused on fantasy. However, there is growing appreciation for the role that imagination plays in cognitive and emotional development, as well as its link with children's understanding of the real world. With their imaginations, children mentally transcend time, place, and/or circumstance to think about what might have been, plan and anticipate the future, create fictional relationships and worlds, and consider alternatives to the actual experiences of their lives. The Oxford Handbook of the Development of Imagination provides a comprehensive overview of this broad new perspective by bringing together leading researchers whose findings are moving the study of imagination from the margins of mainstream psychology to a central role in current efforts to understand human thought. The topics covered include fantasy-reality distinctions, pretend play, magical thinking, narrative, anthropomorphism, counterfactual reasoning, mental time travel, creativity, paracosms, imaginary companions, imagination in non-human animals, the evolution of imagination, autism, dissociation, and the capacity to derive real life resilience from imaginative experiences. Many of the chapters include discussions of the educational, clinical, and legal implications of the research findings and special attention is given to suggestions for future research.
Publisher: Oxford University Press
ISBN: 0199909199
Category : Psychology
Languages : en
Pages : 608
Book Description
Children are widely celebrated for their imaginations, but developmental research on this topic has often been fragmented or narrowly focused on fantasy. However, there is growing appreciation for the role that imagination plays in cognitive and emotional development, as well as its link with children's understanding of the real world. With their imaginations, children mentally transcend time, place, and/or circumstance to think about what might have been, plan and anticipate the future, create fictional relationships and worlds, and consider alternatives to the actual experiences of their lives. The Oxford Handbook of the Development of Imagination provides a comprehensive overview of this broad new perspective by bringing together leading researchers whose findings are moving the study of imagination from the margins of mainstream psychology to a central role in current efforts to understand human thought. The topics covered include fantasy-reality distinctions, pretend play, magical thinking, narrative, anthropomorphism, counterfactual reasoning, mental time travel, creativity, paracosms, imaginary companions, imagination in non-human animals, the evolution of imagination, autism, dissociation, and the capacity to derive real life resilience from imaginative experiences. Many of the chapters include discussions of the educational, clinical, and legal implications of the research findings and special attention is given to suggestions for future research.
The Wildsea: RPG
Author: Felix Isaacs
Publisher:
ISBN: 9781736877586
Category : Comics & Graphic Novels
Languages : en
Pages : 0
Book Description
A POST-FALL FANTASY TABLETOP ROLEPLAYING GAME SET IN A RAMPANT OCEAN OF VERDANT GREEN. Some three hundred years ago the empires of the world were toppled by a wave of fast growing greenery, a tide of rampant growth spilling from the West known as the Verdancy. Now chainsaw-driven ships cut their way across dense treetop waves, their engines powered by oilfruit, rope-golems, honey and pride.You play a wildsailor, part of a motley crew consisting of humanity's weathered descendants, cactoid gunslingers, centipedal fungi, silk-clothed spiderfolk, and other, stranger things. With your fellow crewmembers, you'll journey across the lingin' tide discovering charts, pursuing drives, and avoiding mires of the deep.The Wildsea hungers and grows, roots sinking deep into the forest floor as the waves above ripple with life. What will you discover in its depths?The Wildsea is a tabletop roleplaying game from Quillhound Studios for 2-6 players inspired by stories like Sunless Sea, Bastion, and the Bas-Lag Trilogy. The Wildsea uses a narrative, fiction-first d6 dicepool system that draws inspiration from games like Belly of the Beast, Blades in the Dark, and 13th Age.
Publisher:
ISBN: 9781736877586
Category : Comics & Graphic Novels
Languages : en
Pages : 0
Book Description
A POST-FALL FANTASY TABLETOP ROLEPLAYING GAME SET IN A RAMPANT OCEAN OF VERDANT GREEN. Some three hundred years ago the empires of the world were toppled by a wave of fast growing greenery, a tide of rampant growth spilling from the West known as the Verdancy. Now chainsaw-driven ships cut their way across dense treetop waves, their engines powered by oilfruit, rope-golems, honey and pride.You play a wildsailor, part of a motley crew consisting of humanity's weathered descendants, cactoid gunslingers, centipedal fungi, silk-clothed spiderfolk, and other, stranger things. With your fellow crewmembers, you'll journey across the lingin' tide discovering charts, pursuing drives, and avoiding mires of the deep.The Wildsea hungers and grows, roots sinking deep into the forest floor as the waves above ripple with life. What will you discover in its depths?The Wildsea is a tabletop roleplaying game from Quillhound Studios for 2-6 players inspired by stories like Sunless Sea, Bastion, and the Bas-Lag Trilogy. The Wildsea uses a narrative, fiction-first d6 dicepool system that draws inspiration from games like Belly of the Beast, Blades in the Dark, and 13th Age.
Atlas of Imagined Places
Author: Matt Brown
Publisher: Batsford Books
ISBN: 1849947422
Category : Social Science
Languages : en
Pages : 507
Book Description
WINNER, Edward Stanford Travel Writing Awards 2022: Illustrated Travel Book of the Year. HIGHLY COMMENDED, British Cartographic Society Awards 2022. From Stephen King's Salem's Lot to the superhero land of Wakanda, from Lilliput of Gulliver's Travels to Springfield in The Simpsons, this is a wondrous atlas of imagined places around the world. Locations from film, tv, literature, myths, comics and video games are plotted in a series of beautiful vintage-looking maps. The maps feature fictional buildings, towns, cities and countries plus mountains and rivers, oceans and seas. Ever wondered where the Bates Motel was based? Or Bedford Falls in It's a Wonderful Life? The authors have taken years to research the likely geography of thousands of popular culture locations that have become almost real to us. Sometimes these are easy to work out, but other times a bit of detective work is needed and the authors have been those detectives. By looking at the maps, you'll find that the revolution at Animal Farm happened next to Winnie the Pooh's home. Each location has an an extended index entry plus coordinates so you can find it on the maps. Illuminating essays accompanying the maps give a great insight into the stories behind the imaginary places, from Harry Potter's wizardry to Stone Age Bedrock in the Flintstones. A stunning map collection of invented geography and topography drawn from the world's imagination. Fascinating and beautiful, this is an essential book for any popular culture fan and map enthusiast.
Publisher: Batsford Books
ISBN: 1849947422
Category : Social Science
Languages : en
Pages : 507
Book Description
WINNER, Edward Stanford Travel Writing Awards 2022: Illustrated Travel Book of the Year. HIGHLY COMMENDED, British Cartographic Society Awards 2022. From Stephen King's Salem's Lot to the superhero land of Wakanda, from Lilliput of Gulliver's Travels to Springfield in The Simpsons, this is a wondrous atlas of imagined places around the world. Locations from film, tv, literature, myths, comics and video games are plotted in a series of beautiful vintage-looking maps. The maps feature fictional buildings, towns, cities and countries plus mountains and rivers, oceans and seas. Ever wondered where the Bates Motel was based? Or Bedford Falls in It's a Wonderful Life? The authors have taken years to research the likely geography of thousands of popular culture locations that have become almost real to us. Sometimes these are easy to work out, but other times a bit of detective work is needed and the authors have been those detectives. By looking at the maps, you'll find that the revolution at Animal Farm happened next to Winnie the Pooh's home. Each location has an an extended index entry plus coordinates so you can find it on the maps. Illuminating essays accompanying the maps give a great insight into the stories behind the imaginary places, from Harry Potter's wizardry to Stone Age Bedrock in the Flintstones. A stunning map collection of invented geography and topography drawn from the world's imagination. Fascinating and beautiful, this is an essential book for any popular culture fan and map enthusiast.
Imaginary Cities
Author: Darran Anderson
Publisher: University of Chicago Press
ISBN: 022647030X
Category : Architecture
Languages : en
Pages : 573
Book Description
How can we understand the infinite variety of cities? Darran Anderson seems to exhaust all possibilities in this work of creative nonfiction. Drawing inspiration from Marco Polo and Italo Calvino, Anderson shows that we have much to learn about ourselves by looking not only at the cities we have built, but also at the cities we have imagined. Anderson draws on literature (Gustav Meyrink, Franz Kafka, Jaroslav Hasek, and James Joyce), but he also looks at architectural writings and works by the likes of Bruno Taut and Walter Gropius, Medieval travel memoirs from the Middle East, mid-twentieth-century comic books, Star Trek, mythical lands such as Cockaigne, and the works of Claude Debussy. Anderson sees the visionary architecture dreamed up by architects, artists, philosophers, writers, and citizens as wedded to the egalitarian sense that cities are for everyone. He proves that we must not be locked into the structures that exclude ordinary citizens--that cities evolve and that we can have input. As he says: "If a city can be imagined into being, it can be re-imagined as well.”
Publisher: University of Chicago Press
ISBN: 022647030X
Category : Architecture
Languages : en
Pages : 573
Book Description
How can we understand the infinite variety of cities? Darran Anderson seems to exhaust all possibilities in this work of creative nonfiction. Drawing inspiration from Marco Polo and Italo Calvino, Anderson shows that we have much to learn about ourselves by looking not only at the cities we have built, but also at the cities we have imagined. Anderson draws on literature (Gustav Meyrink, Franz Kafka, Jaroslav Hasek, and James Joyce), but he also looks at architectural writings and works by the likes of Bruno Taut and Walter Gropius, Medieval travel memoirs from the Middle East, mid-twentieth-century comic books, Star Trek, mythical lands such as Cockaigne, and the works of Claude Debussy. Anderson sees the visionary architecture dreamed up by architects, artists, philosophers, writers, and citizens as wedded to the egalitarian sense that cities are for everyone. He proves that we must not be locked into the structures that exclude ordinary citizens--that cities evolve and that we can have input. As he says: "If a city can be imagined into being, it can be re-imagined as well.”
Archibald Finch and the Lost Witches
Author: Michel Guyon
Publisher: Andrews McMeel Publishing
ISBN: 152487440X
Category : Juvenile Fiction
Languages : en
Pages : 352
Book Description
History, magic, and adventure collide in this riveting middle-grade fantasy novel about an unusual boy who unlocks an ancient relic—and with it, a forgotten world. Befriended by a band of young witches, Archibald Finch must quickly adapt to survive in Lemurea, where a battle born in the Middle Ages is still unfolding . . . Archibald is a risk-averse boy with quirks that earn him plenty of eye-rolls, especially from his older sister, Hailee. Things get worse when his parents move the family from London to his grandmother’s creepy manor in the English countryside. Now he has to deal with hairless dolls in the library, weird stone creatures on the roof, and a spooky forest at the edge of the backyard. But these turn out to be the least of Archibald's problems . . . One day, as he's exploring the cavernous house, he finds a curious globe that whisks him away to a secret world, hidden for 500 years. Archibald finds himself on a thrilling adventure full of medieval magic, mysterious symbols, and the strangest beasts, while Hailee—who witnessed her brother’s disappearance—embarks on a daring quest to find him.
Publisher: Andrews McMeel Publishing
ISBN: 152487440X
Category : Juvenile Fiction
Languages : en
Pages : 352
Book Description
History, magic, and adventure collide in this riveting middle-grade fantasy novel about an unusual boy who unlocks an ancient relic—and with it, a forgotten world. Befriended by a band of young witches, Archibald Finch must quickly adapt to survive in Lemurea, where a battle born in the Middle Ages is still unfolding . . . Archibald is a risk-averse boy with quirks that earn him plenty of eye-rolls, especially from his older sister, Hailee. Things get worse when his parents move the family from London to his grandmother’s creepy manor in the English countryside. Now he has to deal with hairless dolls in the library, weird stone creatures on the roof, and a spooky forest at the edge of the backyard. But these turn out to be the least of Archibald's problems . . . One day, as he's exploring the cavernous house, he finds a curious globe that whisks him away to a secret world, hidden for 500 years. Archibald finds himself on a thrilling adventure full of medieval magic, mysterious symbols, and the strangest beasts, while Hailee—who witnessed her brother’s disappearance—embarks on a daring quest to find him.
In Other Lands
Author: Sarah Rees Brennan
Publisher: Small Beer Press
ISBN: 1618731351
Category : Young Adult Fiction
Languages : en
Pages : 485
Book Description
Georgia Peach Award Nominee • Florida Teens Read Award Nominee • ABC Best Books for Young Readers • Bank Street College Best Children’s Books of the Year • A Junior Library Guild Selection • Hugo & Locus award finalist In Other Lands is an exhilarating novel from bestselling author Sarah Rees Brennan about surviving four years in the most unusual of schools - friendship, falling in love, diplomacy, and finding your own place in the world — even if it means giving up your phone. Excerpt: The Borderlands aren’t like anywhere else. Don’t try to smuggle a phone or any other piece of technology over the wall that marks the Border — unless you enjoy a fireworks display in your backpack. (Ballpoint pens are okay.) There are elves, harpies, and — best of all as far as Elliot is concerned — mermaids. "What’s your name?" "Serene." "Serena?" Elliot asked. "Serene," said Serene. "My full name is Serene-Heart-in-the-Chaos-of-Battle." Elliot’s mouth fell open. "That is badass." Elliot? Who’s Elliot? Elliot is thirteen years old. He’s smart and just a tiny bit obnoxious. Sometimes more than a tiny bit. When his class goes on a field trip and he can see a wall that no one else can see, he is given the chance to go to school in the Borderlands. It turns out that on the other side of the wall, classes involve a lot more weaponry and fitness training and fewer mermaids than he expected. On the other hand, there’s Serene-Heart-in-the-Chaos-of-Battle, an elven warrior who is more beautiful than anyone Elliot has ever seen, and then there’s her human friend Luke: sunny, blond, and annoyingly likeable. There are lots of interesting books. There’s even the chance Elliot might be able to change the world. Chapter illustrations by Casey Nowak.
Publisher: Small Beer Press
ISBN: 1618731351
Category : Young Adult Fiction
Languages : en
Pages : 485
Book Description
Georgia Peach Award Nominee • Florida Teens Read Award Nominee • ABC Best Books for Young Readers • Bank Street College Best Children’s Books of the Year • A Junior Library Guild Selection • Hugo & Locus award finalist In Other Lands is an exhilarating novel from bestselling author Sarah Rees Brennan about surviving four years in the most unusual of schools - friendship, falling in love, diplomacy, and finding your own place in the world — even if it means giving up your phone. Excerpt: The Borderlands aren’t like anywhere else. Don’t try to smuggle a phone or any other piece of technology over the wall that marks the Border — unless you enjoy a fireworks display in your backpack. (Ballpoint pens are okay.) There are elves, harpies, and — best of all as far as Elliot is concerned — mermaids. "What’s your name?" "Serene." "Serena?" Elliot asked. "Serene," said Serene. "My full name is Serene-Heart-in-the-Chaos-of-Battle." Elliot’s mouth fell open. "That is badass." Elliot? Who’s Elliot? Elliot is thirteen years old. He’s smart and just a tiny bit obnoxious. Sometimes more than a tiny bit. When his class goes on a field trip and he can see a wall that no one else can see, he is given the chance to go to school in the Borderlands. It turns out that on the other side of the wall, classes involve a lot more weaponry and fitness training and fewer mermaids than he expected. On the other hand, there’s Serene-Heart-in-the-Chaos-of-Battle, an elven warrior who is more beautiful than anyone Elliot has ever seen, and then there’s her human friend Luke: sunny, blond, and annoyingly likeable. There are lots of interesting books. There’s even the chance Elliot might be able to change the world. Chapter illustrations by Casey Nowak.